| OUR RATING:
6.4
GOOD
|
TANGIBLES:
|
Why you should buy it: Not Available
Why you should rent it: Not Available |
UNIQUE RATING:
SUGGESTION:
N/A |
Written by: Kevin VanOrd | Tags: Age of Empires III, PC, Microsoft Game Studios, Ensemble Studios
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Those defeats are agonizing by nature, for your explorers don't resurrect at your base—they resurrect from where they fall. While this may be intended to add a new degree of strategy, in practice it means that if your hero is killed and you don't have enough units to protect him, he will continually resurrect in the midst of your enemies, only to fall again. Over and over, ad nauseum, until the cry of his agony becomes your own. The special ability they bring to the table aren't all that spectacular anyway (sharpshooting, area-of-attack sword slash), so they end up being good scouts, if little else. Aside from driving the single-player story and serving as treasure retrievers, we have little appreciation for the implementation, particularly in multiplayer skirmishes, where a true hero unit could have provided panache to the by-the-numbers supremacy matches.
You will spend each scenario progressing from age to age, which provides upgrades to your units and buildings, as well as letting you choose a bonus, a la Age of Mythology. Treasures scattered around the maps add units, enhancements, resources, or experience points to your haul in a Warcraft 3-brand “creep,” although your explorer's limitations keep you from wandering too far until you have a few units with you, since each treasure is protected by a guardian or three. This brings us, however, to Age of Empires III's most appealing element: the card deck. Not only is it the most addicting and fun ingredient of the game, it is what keeps Ensemble’s title from dropping into utter mediocrity.
As you play, you will generate experience in a number of ways: battle defeats, resource gathering, or by establishing trade routes. In the case of skirmish games, you have limited cards from which to choose for your deck until you accumulate more and more overall experience, which is then spent on more cards for your deck. Purchasing a card during your match will order a shipment described on your card from your home city. Some enhance your economy by giving you free resources, while others upgrade or add units, and while you are limited to twenty cards per deck, there's plenty of freedom to conform them to your style of play. In the campaign, you will build a single deck, although you can have multiple decks for multiplayer use. The more you play skirmishes and accrue XP, the more cards you have at your disposal. Experience also earns you upgrades to your home city, which is viewable from the menu and card deck screens. The enhancements range from changing building color, to adding strolling musicians or nobility, to adding patriotic banners to the balconies. These purchases are purely cosmetic, but fun to tool with nevertheless.
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Challenge number one: the interface. It is now the twenty-first century, so forgive us for insisting upon a HUD that does not take up the entire bottom quarter of our screen. The interface can be toned down with some menu options, but not only do you have to enable the option in the menus, but the thinner HUD provides limited feedback. Not only are we of the firm opinion that default options should be the most efficient, but we would point Ensemble to any given tactical title from Relic, Creative Assembly, or Blizzard. An interface can offer a wealth of feedback without being an enormous rectangular eyesore.
Challenge number two: unit speed and behavior. Age of Empires III's control groups handily arrange themselves into formations automatically, but once in formation, they only move as fast as the slowest unit in the group. Watching your cavalry inch forward in a slow-motion gallop is one of the more unintentionally humorous unit animations in recent years, and changing the option for any of the group's artillery units to move more quickly (at the expense of your attack) does little to alleviate the issue. Sending your units move into formation is also a hoot, since they will stutter against each other in a bullet-time ballet of inept pathfinding.
| Published by: | Microsoft Game Studios |
| Developed by: | Ensemble Studios |
| Genre: | Strategy |
| # of Players: | 1 |
| ESRB Rating: | Teen |
| Release Date: | US: October 18th, 2005 |









